Version: Unity 7.0 Alpha (7000.0)
Language : English
Shader methods in the Built-In Render Pipeline
Use built-in HLSL structures in the Built-In Render Pipeline

Import a file from the shader library in the Built-In Render Pipeline

Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.

Unity contains several files that can be used by your shader programs to bring in predefined variables and helper functions. This is done by the standard #include directive, e.g.:

SubShader {
    Pass {
        HLSLPROGRAM

        #include "UnityCG.cginc"

        ENDHLSL
    }
}

Shader include files in Unity are with .cginc extension, and the built-in ones are:

Note: Although shader library files have a .cginc file extension, they’re written in HLSL rather than CG.

These files are found inside Unity application ({unity install path}/Data/Resources/CGIncludes/UnityCG.cginc on Windows, /Applications/Unity/Unity.app/Contents/Resources/CGIncludes/UnityCG.cginc on Mac), if you want to take a look at what exactly is done in any of the helper code.

Shader methods in the Built-In Render Pipeline
Use built-in HLSL structures in the Built-In Render Pipeline
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961